using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Ianelli_Tactics
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        


        #region Attributes

        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        MouseState mouse, old_mouse;
        KeyboardState keyboard, old_keyboard;



        #region Maps

        public enum Maps
        {
            Map_0_0,
        }

        public static Maps currentMap = Maps.Map_0_0;

        Map._0_0 Map_0_0;

        #endregion

        #endregion



       

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            graphics.PreferredBackBufferHeight = 622;
            graphics.PreferredBackBufferWidth = 622;
            graphics.IsFullScreen = false;
            graphics.ApplyChanges();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            

            #region maps

            Map_0_0 = new Map._0_0(Content);


            #endregion


            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {

            if (keyboard.IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }


            #region input_update

            old_mouse = mouse;
            old_keyboard = keyboard;

            mouse = Mouse.GetState();
            keyboard = Keyboard.GetState();

            #endregion

            #region map_update
            switch (currentMap)
            {
                case Maps.Map_0_0:
                    {
                        Map_0_0.Update(gameTime, mouse, old_mouse, keyboard, old_keyboard);
                        break;
                    }
            }
            #endregion



            

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);

            #region map_draw
            switch (currentMap)
            {
                case Maps.Map_0_0:
                    {
                        Map_0_0.Draw(gameTime, spriteBatch);
                        break;
                    }
            }
            #endregion

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
